This outrun any Standard Magneton. Hp ground also kills other electrics that try to harm you. Because this isn't nearly as defensive Standard, You would want to run Drill peck instead of Roar; you can't take much hits.

start off leech seed (leftus and drained hp give nice amount of hp each turn) , then activate sun (activate ability , sythesis heals more (full health together with lefties and leech seed) no more recharge for solar beam) i think you know what to do after it

What's the point of Double Team?
Dream Eater relies on them being asleep, so your speed is needless, Protect goes first regardless & Yawn makes them sleep the next turn.
Put on Morning Sun over it, and I don't see the point of Protect.

I find it strange that Critisol isn't a large speculation but here goes;

How my friend has killed me several times. The idea is to use Confuse Ray first, then alternate between Protect and Double Team for, say, six turns, then drop either Toxic or Curse on them, all the while confusing them if they happen to snap out of it. Toxic is good, but Curse, while risky, seems to work better. If you have Leftovers, I'd lean toward Curse, since it'll regenerate in 8 turns. The only flaw in this marvelous plan is if the opponent knows Swift, Shadow Punch, Shock Wave, etc. Even then, they'll be Confused and you'll be protecting, but if they do begin to use with one of these moves, it's imperative that you have a high Sp. Defence and Defence so that Leftovers can compensate for the loss. Also, since Dusknoir has Pressure, it'd take 10 turns for any one of these moves to run out, and the chances of them having another are slim.

If anyone can think of how to improve on this, it'd be a welcome suggestion. =]

Basically have a very defense-oriented Mew that can max out its stats (either Sp. or Phys. Attack and Speed) then Baton Pass to any Sweeper and let them run amok. Substitute will help Mew dodge status effects and recover will, obviously, let it keep its health up. Aura Sphere is there to be used if using Bold nature and Nasty Plot while Earthquake works with Careful and Swords Dance. It may take a while to set up, and Ninjask could probably do this better, but I haven't seen anything like it on a Mew before.

A Machamp that I have been using on Shoddy with Great succees. It's edited on One of Smogon's bulky sets, I call It "TankChamp"

Machamp @ Lefties
Adamant | No Guard
252 Hp 20 SpDef 176 Def 56 Att
-Dynamic Punch
-Ice Punch
-Rest
-Sleep Talk
Whille the set is pretty much same, this has few nice points. This will always survive Modest max SpAtt Life Orb Draco Meteor, and can OHKO back with Ice Punch. (Stealth Rock makes this sure)At same time, this can also survive an Jolly YacheChomp Earthquake after SD, and Ice Punch him for lots of damage (With Yache, OHKO is not sure). This still packs lot of punch in form of 339 Attack stat, and nevermissing always confusing attack.

The idea is, that you either Taunt or Stealth Rock. You should now which leads support or attack first. Bronzong and other lead Deoxyxses are clear cases, Taunt. But If there's Gengar or Azelf you might need prediction: You can Taunt if you know that your opponent is beginnerish (They Hypnosis, usually they don't predict Taunt). But If you are against experienced palyer, it can be tricky. You can set up Rocks instantly, predicting that your opponent predicts Taunt. Or then you can Taunt, if your opponent predicts that you predict Shadow Ball.

Max speed is needed, otherwise you can lose to other Deos, and this also outspeeds Modest ScarfGars, Jolly ScarfChomp, and Electivire after Motor Drive.
The SpAtt EVs are to OHKO 4 Hp / 0 SpDef Chomp with Ice beam. The rest are pumped to Hp to maximize defense against weak assaults such as U-Turn.

The attacks are to act Anti-Lead; Thunderbolt decimates Leading Gyaradoses and Aerodactyls, and helps against waters, Ice beam OHKOs Yacheless Garchomps and other Dragons, Psychic does plenty of damage to Gengar, while Shadow Ball is more effetive to leading Azelfs. Hp Fire is just for Bronzong. While it is somewhere around 3HKO - 4HKO, it can assist things like CBTar to come in.

This is from my experience in Shoddy, the best (Anti)Lead that can lay Rocks. Deoxyses ability to Outspeed nearly any pokemon, bar Very Fast Scarfers (With this I mean things like +Speed 110s, 125 and faster Scarfers). It has also fantastic Support movepool. It can also, if it survives to Lategame, act as the best Revengekiller ever made (Speed and decent special attack + Fantastic offensive movepool). It has also decent defenses to survive some weaker attacks.

Its a Physical Sweeper but Could be used as a drainer Through leech Seed and Drain punch. It could also last long in Battle using leech seed followed by substitute as it gains 1/4 of health back each turn. If you have noticed a bad point or a problem please comment.

Okay, i played at Shoddy, and it was a tight match. But the best part was after it. We talked about perfect counter to Chomp, and our minds get in Glaceon. We discussed about this about 45 minutes, and i have long log about our talks. (If you want to see it, it is LONG, over 10 word pages) Well, over the time we designed This Glaceons set, it has been playtested.

[img]http://arkeis.com/images/pokemonfactory/glaceon.png[/img]
Glaceon @ Life Orb / Choice Scarf
Timid / Modest | Snow Cloak (Timid with Scarf, Modest with LO)
4 Hp 252 Spd 252 SpAtt
-Ice beam
-HP Fighting / Hp Electric
-Shadow Ball
-Sleep Talk
Glaceon is one of the few pokemon that has the amazing ability to OHKO YacheChomp with Ice beam, and carry Speedboosting nature. Glaceon also has great defense paired with fantastic SpAtt. Ice beam is the general attacking move. Timid Glaceon with 248 EVs (Who uses that little?) in SpAtt guarantees OHKO to 4 Hp / 0 SpDef YacheChomp. With Modest this is clearer. Hidden powers type is important: With Hp Fighting, modest And LO You can 2HKO 252 Hp / 4 Spdef Tyranitar in Sandstorm. This is THE main reason to us LO and Modest. Hp Electric is your most powerful tool against Gyarados and other Waters that come in excepting an Ice beam.

Because the lack of movepool, Sleep Talk is in the last slot. This makes this like Special version of STalker Hera. You can now absorb Sleep with this.

Is often advisable to pass some speed to Glaceon, because it has lacluser basespeed of 65. But scarf can fix that. Timid is needed, because otherwise even Timid Gengar will be faster. This reaches 376 speed, enough to outspeed +nature base 120, and standard Modest ScarfTran (This is tight, Heatran with Modest Max speed has 253 Speed stat before Scarf, Glaceon has 251, but Heatran will usually not max this, due to the fact even with lowering speed EVs, he will outspeed base 120s). Ninjask is great tool to pass speed. It attracts ice moves, which are the ones that Glaceon resist.

Glaceon can survive Jolly YacheChomps Outrage and OHKO back with Ice beam.

Counters: Steeltypes, who resist Glaceons STAB moves and Shadow Ball. The main goodness is Lucario. it can come in to everything bar Hp Fighting, and threatena KO with Close Combat or Bullet Punch. Or even worse, it can swords Dance if it switches to Ice beam.

Blissey will wall this, no matter what. (CritHax freeze is really the only way)

I made this cuse there seemed to be no sets that utalised a 3x STAB outrage or 3x Stab waterfall (for the physical) but since Kingdra has even SpAtt and Att base stats it could go either way. If you see an issue please tell me and i'll try to fix it.

Tue May 19, 2009 8:02 am

Chugui27

Bug Catcher

Joined: Tue Jul 14, 2009 8:36 amPosts: 3

Here's a physical Clefable

Item: Muscleband

EVs: 252 attack, 129 defense, 129 SP. defense

Moveset: Meteor Mash
Belly Drum
Moonlight
Drain Punch

Nature: Adamant

Abilitie:Magic Guard/Cute Charm

Start off with Belly Drum, Heal with Moonlight and take them down in one or two hits.
I put the EVs in it's defenses so it doesn't faint after using Belly Drum.

Aerodactyl w/ Focus Sash
Hasty Nature, 252 Speed, 252 Defence, 6 HP
Aerial Ace, Roar, Stealth Rock, Thunder Wave
Used first, opening up with Stealth Rock. Focus Sash stops an OHKO by any Bullet Punchers. Roar can be used to switch out any opponents, and with Aerodactyl’s awesome speed, it’ll be hard to run it out. Of course, each time an opponent switches in, they’ll get hurt by SR, so it’s mainly for weakening enemies. Thunder Wave is there to immobilize any opponents that might be particularly dangerous, whilst AA is there for any Fighting types or the aforementioned Bullet Punchers.

Not saying that it's any better than the moveset already up, but I just think it's handy.

Start with Mean Look to prevent your prey from escaping and immobilize it with either Thunder Wave (Paralyze, 100% Acc) or Hypnosis (Sleep, 70% Acc). Take down it's health with False Swipe until 1 HP remains, or close enough to that, and barrage it with Pokeballs.

For EV's and Nature: Attack is priority in stats so you can take down it's health with False Swipe as quickly as possible. Keeping the Gallade alive is second priority, in case Paralyzing or Sleeping the target isn't effective. Gallade already has good Special Defense, I went with a Defense boost, with a little HP with the remaining points. Speed isn't really an issue since Gallade already has a decent amount of that and your target will hopefully be immobilized.

This is a pretty tricky one to make so ask me in a PM if you want to know how I did it.

Gengar's a special sweeper of sorts, designed to take out multiple types quickly and efficiently. Giga Drain takes out Water, Rock, and Ground Types and increases the variety of pokemon I can take out while allowing health regen. Shadow Ball is a great move in general because of it's high special attack rating and the stab bonus, and Psychic is a great move as well for dealing with other poisin or fighting types. And Sludge Bomb is amazing because of it's great power rating and the stab/poisin bonus. And all this gets a nice bonus from the Wise Glasses which boost these special moves

Tyranitar's a Avenger Battle Tank of sorts, focusing soly on surving an initial assault then using double up moves and High Attack to pay back in full. Tyranitar's Focus Sash will Keep it alive hopefully long enough for it to use Payback or Avalanche for some serious damage with it's Attack Stats. Thaty'll help it deal with grass type or psychic type sweepers of any sort. Stone Edge is great for dealing against flying types with the stab bonus and high critical and Fire Fang deals with pesky steel types. EQ also does the job and can be interchanged, though it does have more effect thanks to sand stream.

Since you already have EV's poured into Garchomp and it already has a decent speed rating base anyway, why not just change the Quick-Claw into another item. Like the Berry that reduces Ice Type attacks? And also, you can't have over 510 EV's anyway, so remove one of those categories

The idea is to switch in on a weak attack and set up Stealth Rock. Then use Substitute or attack with Ice Beam/Grass Knot so that Torrent activates. This combined with Brine's doubled power/salac berry, allows Empoleon to sweep well in late game, although entry hazards are paramount.

Other viable options to fill in for Stealth Rock are Rain Dance, for rain teams or just to aid Brine, Agility to make sweeping easier if you don't have a Salac Berry.

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